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Uncompressed sounds of any type are stored in AIFF format (that is, the compressionType parameter is 'NONE').</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE>static <A HREF="../../../quicktime/sound/SndInfo.html">SndInfo</A></CODE></FONT></TD><TD><CODE><B>SndInfo.</B><B><A HREF="../../../quicktime/sound/SndInfo.html#parseAIFFHeader(quicktime.io.OpenFile)">parseAIFFHeader</A></B>(<A HREF="../../../quicktime/io/OpenFile.html">OpenFile</A> file)</CODE><BR> You use this function to retrieve information about from a AIFF Sound File.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B>SndChannel.</B><B><A HREF="../../../quicktime/sound/SndChannel.html#play(quicktime.sound.SndHandle)">play</A></B>(<A HREF="../../../quicktime/sound/SndHandle.html">SndHandle</A> sndHdl)</CODE><BR> Plays a sound asynchronously from memory.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> boolean</CODE></FONT></TD><TD><CODE><B>SndChannel.</B><B><A HREF="../../../quicktime/sound/SndChannel.html#isFinished()">isFinished</A></B>()</CODE><BR> Returns true if the channel is both NOT busy and NOT paused - ie.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> boolean</CODE></FONT></TD><TD><CODE><B>SndChannel.</B><B><A HREF="../../../quicktime/sound/SndChannel.html#isPaused()">isPaused</A></B>()</CODE><BR> Returns true if the channel is currently paused.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> <A HREF="../../../quicktime/sound/SCStatus.html">SCStatus</A></CODE></FONT></TD><TD><CODE><B>SndChannel.</B><B><A HREF="../../../quicktime/sound/SndChannel.html#status()">status</A></B>()</CODE><BR> The fields of the record returned by this call accurately describe the sound channel specified.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B>SndChannel.</B><B><A HREF="../../../quicktime/sound/SndChannel.html#doCommand(quicktime.sound.SndCommand)">doCommand</A></B>(<A HREF="../../../quicktime/sound/SndCommand.html">SndCommand</A> cmd)</CODE><BR> The SndDoCommand function sends the sound command specified in the cmd parameter to the end of the command queue of the channel specified in the chan parameter.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B>SndChannel.</B><B><A HREF="../../../quicktime/sound/SndChannel.html#doCommand(quicktime.sound.SndCommand, boolean)">doCommand</A></B>(<A HREF="../../../quicktime/sound/SndCommand.html">SndCommand</A> cmd, boolean noWait)</CODE><BR> The SndDoCommand function sends the sound command specified in the cmd parameter to the end of the command queue of the channel specified in the chan parameter.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B>SndChannel.</B><B><A HREF="../../../quicktime/sound/SndChannel.html#doImmediate(quicktime.sound.SndCommand)">doImmediate</A></B>(<A HREF="../../../quicktime/sound/SndCommand.html">SndCommand</A> cmd)</CODE><BR> The SndDoImmediate function operates much like SndDoCommand, except that it bypasses the existing command queue of the sound channel and sends the specified command directly to the Sound Manager for immediate processing.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> boolean</CODE></FONT></TD><TD><CODE><B>SndChannel.</B><B><A HREF="../../../quicktime/sound/SndChannel.html#getLevelMeterOnOff()">getLevelMeterOnOff</A></B>()</CODE><BR> Gets Level Meter state.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B>SndChannel.</B><B><A HREF="../../../quicktime/sound/SndChannel.html#setLevelMeterOnOff(boolean)">setLevelMeterOnOff</A></B>(boolean enabled)</CODE><BR> Sets Level Meter state.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B>SndChannel.</B><B><A HREF="../../../quicktime/sound/SndChannel.html#enableClock(boolean)">enableClock</A></B>(boolean flag)</CODE><BR> Returns the current clock of the SoundClock.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> <A HREF="../../../quicktime/std/clocks/Clock.html">Clock</A></CODE></FONT></TD><TD><CODE><B>SndChannel.</B><B><A HREF="../../../quicktime/sound/SndChannel.html#getClock()">getClock</A></B>()</CODE><BR> Returns the current clock of the SoundClock.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> <A HREF="../../../quicktime/std/movies/media/LevelMeterInfo.html">LevelMeterInfo</A></CODE></FONT></TD><TD><CODE><B>SndChannel.</B><B><A HREF="../../../quicktime/sound/SndChannel.html#getActiveLevels()">getActiveLevels</A></B>()</CODE><BR> Gets the level values.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> <A HREF="../../../quicktime/std/movies/media/MediaEQSpectrumBands.html">MediaEQSpectrumBands</A></CODE></FONT></TD><TD><CODE><B>SndChannel.</B><B><A HREF="../../../quicktime/sound/SndChannel.html#getEQSpectrumBands(int)">getEQSpectrumBands</A></B>(int count)</CODE><BR> Pass in the count of bands you expect to get back, it would return the the actual value of bands available with their frequncy limits.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B>SndChannel.</B><B><A HREF="../../../quicktime/sound/SndChannel.html#setEQSpectrumBands(quicktime.std.movies.media.MediaEQSpectrumBands)">setEQSpectrumBands</A></B>(<A HREF="../../../quicktime/std/movies/media/MediaEQSpectrumBands.html">MediaEQSpectrumBands</A> spectrumInfo)</CODE><BR> Set the array of fequencies that are used to calculate spectral information.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> int[]</CODE></FONT></TD><TD><CODE><B>SndChannel.</B><B><A HREF="../../../quicktime/sound/SndChannel.html#getEQSpectrumLevels(int)">getEQSpectrumLevels</A></B>(int count)</CODE><BR> Gets the Equalizer Band Levels.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> boolean</CODE></FONT></TD><TD><CODE><B>SndChannel.</B><B><A HREF="../../../quicktime/sound/SndChannel.html#getEQToneControlOnOff()">getEQToneControlOnOff</A></B>()</CODE><BR> Returns true if the tone control (bass and treble) are enabled.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B>SndChannel.</B><B><A HREF="../../../quicktime/sound/SndChannel.html#setEQToneControlOnOff(boolean)">setEQToneControlOnOff</A></B>(boolean flag)</CODE><BR> If true enables the tone control (bass and treble).</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B>SndChannel.</B><B><A HREF="../../../quicktime/sound/SndChannel.html#setEQToneControlGain(int, int)">setEQToneControlGain</A></B>(int bass, int treble)</CODE><BR> Sets the values of the bass and treble tone control gain values.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> int[]</CODE></FONT></TD><TD><CODE><B>SndChannel.</B><B><A HREF="../../../quicktime/sound/SndChannel.html#getEQToneControlGain()">getEQToneControlGain</A></B>()</CODE><BR> Gets the values of the bass and treble tone control gain values.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE>static void</CODE></FONT></TD><TD><CODE><B>Sound.</B><B><A HREF="../../../quicktime/sound/Sound.html#play(quicktime.sound.SndHandle)">play</A></B>(<A HREF="../../../quicktime/sound/SndHandle.html">SndHandle</A> sndHdl)</CODE><BR> Plays a sound from memory.</TD></TR></TABLE> <P><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%"><TR BGCOLOR="#CCCCFF" CLASS="TableSubHeadingColor"><TD COLSPAN=2>Constructors in <A HREF="../../../quicktime/sound/package-summary.html">quicktime.sound</A> that throw <A HREF="../../../quicktime/sound/SoundException.html">SoundException</A></FONT></TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD><CODE><B><A HREF="../../../quicktime/sound/SPBDevice.html#SPBDevice(java.lang.String, int)">SPBDevice</A></B>(java.lang.String deviceName, int permission)</CODE><BR> The SPBOpenDevice function attempts to open a sound input device having the name indicated by the deviceName parameter.</TD></TR></TABLE> <P><A NAME="quicktime.std.clocks"><!-- --></A><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%"><TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"><TD COLSPAN=2><FONT SIZE="+2">Uses of <A HREF="../../../quicktime/sound/SoundException.html">SoundException</A> in <A HREF="../../../quicktime/std/clocks/package-summary.html">quicktime.std.clocks</A></FONT></TD></TR></TABLE> <P><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%"><TR BGCOLOR="#CCCCFF" CLASS="TableSubHeadingColor"><TD COLSPAN=2>Methods in <A HREF="../../../quicktime/std/clocks/package-summary.html">quicktime.std.clocks</A> that throw <A HREF="../../../quicktime/sound/SoundException.html">SoundException</A></FONT></TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE>static <A HREF="../../../quicktime/std/clocks/Clock.html">Clock</A></CODE></FONT></TD><TD><CODE><B>Clock.</B><B><A HREF="../../../quicktime/std/clocks/Clock.html#fromSndChannel(quicktime.sound.SndChannel)">fromSndChannel</A></B>(<A HREF="../../../quicktime/sound/SndChannel.html">SndChannel</A> sc)</CODE><BR> Returns the clock of the SndChannel.</TD></TR></TABLE> <P><HR><!-- ========== START OF NAVBAR ========== --><A NAME="navbar_bottom"><!-- --></A><TABLE BORDER="0" WIDTH="100%" CELLPADDING="1" CELLSPACING="0"><TR><TD COLSPAN=2 BGCOLOR="#EEEEFF" CLASS="NavBarCell1"><A NAME="navbar_bottom_firstrow"><!-- 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